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Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned
Due to the accessibility of omnidirectional cameras to record 360-degree videos and the technology to view the videos via mobile phones and other devices, 360-degree videos are being used more frequently to place people in different contexts and convey health-related information. Increasingly, 360-d...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6971508/ https://www.ncbi.nlm.nih.gov/pubmed/31904577 http://dx.doi.org/10.2196/15422 |
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author | Zulkiewicz, Brittany A Boudewyns, Vanessa Gupta, Catherine Kirschenbaum, Ari Lewis, Megan A |
author_facet | Zulkiewicz, Brittany A Boudewyns, Vanessa Gupta, Catherine Kirschenbaum, Ari Lewis, Megan A |
author_sort | Zulkiewicz, Brittany A |
collection | PubMed |
description | Due to the accessibility of omnidirectional cameras to record 360-degree videos and the technology to view the videos via mobile phones and other devices, 360-degree videos are being used more frequently to place people in different contexts and convey health-related information. Increasingly, 360-degree videos are being employed in health marketing because they have the potential to enhance health-related attitudes and behaviors. As a case study on how this technology may be used for health-related information and its effect on health care providers, we created a 360-degree video that portrays the experience of a migraine sufferer to be used as a stimulus in an online study. We describe the challenges and lessons learned in designing and implementing a 360-degree video as part of an online experiment focused on inducing empathy among clinicians for understanding patient experience. Given the rapid change in digital technology, future research can use this knowledge to design and implement 360-degree video studies more effectively. |
format | Online Article Text |
id | pubmed-6971508 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-69715082020-02-06 Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned Zulkiewicz, Brittany A Boudewyns, Vanessa Gupta, Catherine Kirschenbaum, Ari Lewis, Megan A JMIR Serious Games Viewpoint Due to the accessibility of omnidirectional cameras to record 360-degree videos and the technology to view the videos via mobile phones and other devices, 360-degree videos are being used more frequently to place people in different contexts and convey health-related information. Increasingly, 360-degree videos are being employed in health marketing because they have the potential to enhance health-related attitudes and behaviors. As a case study on how this technology may be used for health-related information and its effect on health care providers, we created a 360-degree video that portrays the experience of a migraine sufferer to be used as a stimulus in an online study. We describe the challenges and lessons learned in designing and implementing a 360-degree video as part of an online experiment focused on inducing empathy among clinicians for understanding patient experience. Given the rapid change in digital technology, future research can use this knowledge to design and implement 360-degree video studies more effectively. JMIR Publications 2020-01-06 /pmc/articles/PMC6971508/ /pubmed/31904577 http://dx.doi.org/10.2196/15422 Text en ©Brittany A Zulkiewicz, Vanessa Boudewyns, Catherine Gupta, Ari Kirschenbaum, Megan A Lewis. Originally published in JMIR Serious Games (http://games.jmir.org), 06.01.2020. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Viewpoint Zulkiewicz, Brittany A Boudewyns, Vanessa Gupta, Catherine Kirschenbaum, Ari Lewis, Megan A Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned |
title | Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned |
title_full | Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned |
title_fullStr | Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned |
title_full_unstemmed | Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned |
title_short | Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned |
title_sort | using 360-degree video as a research stimulus in digital health studies: lessons learned |
topic | Viewpoint |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6971508/ https://www.ncbi.nlm.nih.gov/pubmed/31904577 http://dx.doi.org/10.2196/15422 |
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